diablo2-web/tests/ground-items-scatter-bounce...

716 lines
24 KiB
TypeScript

import { describe, it, expect } from 'vitest'
import {
GroundItemManager,
findIsometricDropPosition,
getIsometricRingCandidates,
isDropPositionBlocked,
calculateBounceHeight,
triggerFlippyBounce,
} from '../src/game/ground-items.ts'
import type { GroundItemEntity } from '../src/game/ground-items.ts'
import {
GameEngine,
worldToCell,
} from '../src/game/engine.ts'
import type { GameEngineOptions, WorldMapProvider } from '../src/game/engine.ts'
import {
COLLIDE_NONE,
COLLIDE_WALL,
COLLIDE_ITEM,
COLLIDE_OBJECT,
COLLIDE_DOOR,
COLLIDE_NO_PATH,
COLLIDE_PET,
COLLIDE_MASK_SPAWN,
COLLIDE_MASK_SPAWN_LOS,
ORTHO_CELL_WIDTH,
ORTHO_CELL_HEIGHT,
ORTHO_SUB_TILE_WIDTH,
ORTHO_SUB_TILE_HEIGHT,
subTileAt,
} from '../src/game/d2map.ts'
import type { CollisionGrid } from '../src/game/d2map.ts'
import { drawGroundItem } from '../src/scene/act-scene.ts'
import { resolveGroundItemSpriteRect } from '../src/ui/inventory.ts'
import { BAKED_UI_MANIFEST } from '../src/ui/baked-ui-meta.ts'
import type { SpriteRenderer } from '../src/render/renderer.ts'
import { DEMO_SKILLS, DEMO_EXPERIENCE } from '../src/game/demo-data.ts'
function createDummyTerrain(widthPx = 2000, heightPx = 2000, originX = 0, originY = 0): WorldMapProvider {
return {
widthPx,
heightPx,
originX,
originY,
overlap: () => 0,
}
}
function createMockRenderer() {
const drawnQuads: {
x: number
y: number
w: number
h: number
color: readonly [number, number, number, number]
}[] = []
const drawnSprites: { frame: any; x: number; y: number; options: any }[] = []
const renderer: SpriteRenderer = {
drawSolid(x: number, y: number, w: number, h: number, color: readonly [number, number, number, number]) {
drawnQuads.push({ x, y, w, h, color })
},
draw(frame: any, x: number, y: number, options: any) {
drawnSprites.push({ frame, x, y, options })
},
} as unknown as SpriteRenderer
return { renderer, drawnQuads, drawnSprites }
}
describe('Milestone M11.3 (Issue #406) — Ground Item & Gold Spawning, Isometric Scatter & Flippy Bounce', () => {
describe('1. Monster Loot & Gold Ground Spawning (Elimination of Silent Bag Addition)', () => {
it('monster gold drops spawn as GroundItemEntity on the ground and do NOT silently add to player bag', () => {
const terrain = createDummyTerrain()
const engineOpts: GameEngineOptions = {
spawn: { x: 500, y: 500 },
stats: [
{
id: 'monster1',
name: 'Zombie',
level: 3,
hp: 1, // 1 hp so one hit kills
damage: 0,
cooldownTicks: 10,
reach: 30,
aggroRadius: 100,
speed: 0,
xp: 10,
},
],
xpTable: DEMO_EXPERIENCE,
skills: DEMO_SKILLS,
npcDefs: [],
questDefs: [],
itemBases: [
{ id: 'gold', name: 'Gold', invWidth: 1, invHeight: 1, code: 'gld' } as any,
],
combatOptions: {
playerSpeed: 10,
playerReach: 50,
playerCooldownTicks: 1,
playerDamage: 10,
playerManaPerAttack: 0,
respawnTicks: 1000,
},
talkRadius: 50,
pickupRadius: 30,
inventoryCols: 10,
inventoryRows: 4,
monsterCount: 1,
monsterSpread: 10,
}
const engine = new GameEngine(terrain, engineOpts)
// Initial state: bag has 0 gold, 0 ground items
expect(engine.bag.gold).toBe(0)
expect(engine.groundItems.count).toBe(0)
expect(engine.ground.length).toBe(0)
// Trigger kill via attacking
let killed = false
for (let tick = 0; tick < 20; tick++) {
engine.tick({
movement: { x: 0, y: 0 },
attacking: true,
pickingUp: false,
talking: false,
digits: [],
saving: false,
loading: false,
})
if (engine.world.events.some(e => e.kind === 'kill')) {
killed = true
break
}
}
expect(killed).toBe(true)
// If gold or items dropped, they MUST be on the ground, NEVER siphoned into bag!
if (engine.groundItems.count > 0) {
const goldDrops = engine.groundItems.all.filter(g => g.isGold)
if (goldDrops.length > 0) {
// Strict 1.13c parity: Gold is on the floor!
expect(engine.bag.gold).toBe(0)
for (const g of goldDrops) {
expect(g.isGold).toBe(true)
expect(g.amount).toBeGreaterThan(0)
expect(g.name).toContain('Gold')
expect(g.nameZh).toContain('金币')
expect(g.bounceState).toBeDefined()
expect(g.bounceState?.phase).toBe('primary')
}
}
}
})
it('pickupGold collects gold from ground and correctly synchronizes player bag gold', () => {
const terrain = createDummyTerrain()
const engine = new GameEngine(terrain, {
spawn: { x: 500, y: 500 },
stats: [],
xpTable: DEMO_EXPERIENCE,
skills: DEMO_SKILLS,
npcDefs: [],
questDefs: [],
combatOptions: {
playerSpeed: 10,
playerReach: 50,
playerCooldownTicks: 1,
playerDamage: 10,
playerManaPerAttack: 0,
respawnTicks: 1000,
},
talkRadius: 50,
pickupRadius: 30,
inventoryCols: 10,
inventoryRows: 4,
})
// Drop 2500 gold
const goldEntity = engine.dropGold(2500, 520, 520)
expect(goldEntity).toBeDefined()
expect(engine.groundItems.count).toBe(1)
expect(engine.ground.length).toBe(1)
expect(engine.bag.gold).toBe(0)
// Pickup gold via ID
const result = engine.pickupGold(goldEntity!.id)
expect(result.success).toBe(true)
expect(result.amount).toBe(2500)
expect(engine.bag.gold).toBe(2500)
expect(engine.groundItems.count).toBe(0)
expect(engine.ground.length).toBe(0)
expect(engine.metrics.pickups).toBe(1)
})
it('pickupItem with gold entity delegates to pickupGold and updates bag', () => {
const terrain = createDummyTerrain()
const engine = new GameEngine(terrain, {
spawn: { x: 500, y: 500 },
stats: [],
xpTable: DEMO_EXPERIENCE,
skills: DEMO_SKILLS,
npcDefs: [],
questDefs: [],
combatOptions: {
playerSpeed: 10,
playerReach: 50,
playerCooldownTicks: 1,
playerDamage: 10,
playerManaPerAttack: 0,
respawnTicks: 1000,
},
talkRadius: 50,
pickupRadius: 30,
inventoryCols: 10,
inventoryRows: 4,
})
const goldEntity = engine.dropGold(1200, 510, 510)
const res = engine.pickupItem(goldEntity!.id)
expect(res.success).toBe(true)
expect(engine.bag.gold).toBe(1200)
expect(engine.groundItems.count).toBe(0)
})
it('walking over gold with pickingUp=true adds gold to bag and removes ground item', () => {
const terrain = createDummyTerrain()
const engine = new GameEngine(terrain, {
spawn: { x: 500, y: 500 },
stats: [],
xpTable: DEMO_EXPERIENCE,
skills: DEMO_SKILLS,
npcDefs: [],
questDefs: [],
combatOptions: {
playerSpeed: 10,
playerReach: 50,
playerCooldownTicks: 1,
playerDamage: 10,
playerManaPerAttack: 0,
respawnTicks: 1000,
},
talkRadius: 50,
pickupRadius: 40,
inventoryCols: 10,
inventoryRows: 4,
})
// Drop gold 10px away from player
engine.dropGold(750, 505, 505)
expect(engine.bag.gold).toBe(0)
// Player picks up
engine.tick({
movement: { x: 0, y: 0 },
attacking: false,
pickingUp: true,
talking: false,
digits: [],
saving: false,
loading: false,
})
expect(engine.bag.gold).toBe(750)
expect(engine.groundItems.count).toBe(0)
expect(engine.ground.length).toBe(0)
})
})
describe('2. Cell Coordinate Inversion Synchronization (worldToCell)', () => {
it('accurately converts world coordinates to cell coordinates under 2:1 isometric projection', () => {
const terrain: WorldMapProvider = {
widthPx: 5000,
heightPx: 5000,
originX: 1000,
originY: 500,
overlap: () => 0,
}
// origin cell (0, 0)
const c0 = worldToCell(terrain, 1000, 500)
expect(c0.cellX).toBe(0)
expect(c0.cellY).toBe(0)
// Cell (1, 0): worldX = 1000 + (1 - 0) * 80 = 1080, worldY = 500 + (1 + 0) * 40 = 540
const c10 = worldToCell(terrain, 1080, 540)
expect(c10.cellX).toBe(1)
expect(c10.cellY).toBe(0)
// Cell (0, 1): worldX = 1000 + (0 - 1) * 80 = 920, worldY = 500 + (0 + 1) * 40 = 540
const c01 = worldToCell(terrain, 920, 540)
expect(c01.cellX).toBe(0)
expect(c01.cellY).toBe(1)
// Cell (5, 8):
// worldX = 1000 + (5 - 8) * 80 = 760
// worldY = 500 + (5 + 8) * 40 = 1020
const c58 = worldToCell(terrain, 760, 1020)
expect(c58.cellX).toBe(5)
expect(c58.cellY).toBe(8)
})
it('GameEngine.dropItem and dropGold assign actual cellX/cellY rather than hardcoding (0, 0)', () => {
const terrain: WorldMapProvider = {
widthPx: 5000,
heightPx: 5000,
originX: 0,
originY: 0,
overlap: () => 0,
}
const engine = new GameEngine(terrain, {
spawn: { x: 800, y: 400 },
stats: [],
xpTable: DEMO_EXPERIENCE,
skills: DEMO_SKILLS,
npcDefs: [],
questDefs: [],
combatOptions: {
playerSpeed: 10,
playerReach: 50,
playerCooldownTicks: 1,
playerDamage: 10,
playerManaPerAttack: 0,
respawnTicks: 1000,
},
talkRadius: 50,
pickupRadius: 30,
inventoryCols: 10,
inventoryRows: 4,
})
const item = engine.dropItem({ name: 'Long Bow' } as any, 800, 400)
// (800, 400) with origin (0, 0): px = 800, py = 400
// cellX = floor((800/80 + 400/40) / 2) = floor((10 + 10) / 2) = 10
// cellY = floor((400/40 - 800/80) / 2) = floor((10 - 10) / 2) = 0
expect(item.cellX).toBe(10)
expect(item.cellY).toBe(0)
expect(item.cellX !== 0 || item.cellY !== 0).toBe(true)
const gold = engine.dropGold(100, 160, 240)
// (160, 240): px = 160, py = 240
// cellX = floor((160/80 + 240/40) / 2) = floor((2 + 6) / 2) = 4
// cellY = floor((240/40 - 160/80) / 2) = floor((6 - 2) / 2) = 2
expect(gold!.cellX).toBe(4)
expect(gold!.cellY).toBe(2)
})
it('items dropped at distinct cell coordinates have desynchronized sparkle phase offsets', () => {
const period = 2000
const getPhase = (cellX: number, cellY: number) =>
Math.abs(Math.floor(cellX * 31 + cellY * 17)) % period
const phase1 = getPhase(10, 5)
const phase2 = getPhase(11, 5)
const phase3 = getPhase(10, 6)
expect(phase1).not.toBe(phase2)
expect(phase1).not.toBe(phase3)
expect(phase2).not.toBe(phase3)
})
})
describe('3. Clock Domain Synchronization & Parabolic Flippy Bounce Kinematics', () => {
it('GameEngine drops synchronize bounce startTime with simulation clock (world.tick * 40)', () => {
const terrain = createDummyTerrain()
const engine = new GameEngine(terrain, {
spawn: { x: 500, y: 500 },
stats: [],
xpTable: DEMO_EXPERIENCE,
skills: DEMO_SKILLS,
npcDefs: [],
questDefs: [],
combatOptions: {
playerSpeed: 10,
playerReach: 50,
playerCooldownTicks: 1,
playerDamage: 10,
playerManaPerAttack: 0,
respawnTicks: 1000,
},
talkRadius: 50,
pickupRadius: 30,
inventoryCols: 10,
inventoryRows: 4,
})
// Advance engine by 25 ticks (tick = 25, sim time = 1000ms)
for (let i = 0; i < 25; i++) {
engine.tick({
movement: { x: 0, y: 0 },
attacking: false,
pickingUp: false,
talking: false,
digits: [],
saving: false,
loading: false,
})
}
expect(engine.world.tick).toBe(25)
const dropped = engine.dropItem({ name: 'Short Sword' } as any, 500, 500)
expect(dropped.bounceState).toBeDefined()
// startTime must match simulation clock 25 * 40 = 1000, NOT performance.now()
expect(dropped.bounceState!.startTime).toBe(1000)
expect(dropped.dropTime).toBe(1000)
})
it('2-phase bounce decay advances in GameEngine simulation and transitions cleanly to resting state', () => {
const manager = new GroundItemManager()
const entity = manager.add({ name: 'Helm' }, 2, 3, 200, 200, {
bounce: true,
durationMs: 400,
peakHeight: 24,
now: 0, // sim time 0
})
expect(entity.bounceState?.phase).toBe('primary')
expect(entity.bounceState?.peakHeightPx).toBe(24)
// Apex of primary bounce (t = 200ms)
expect(calculateBounceHeight(entity.bounceState!, 200)).toBe(24)
// Advance to 400ms (end of primary bounce): transitions to secondary bounce
manager.update(400, 40)
expect(entity.bounceState?.phase).toBe('secondary')
expect(entity.bounceState?.durationMs).toBe(200) // 50% of 400ms
expect(entity.bounceState?.peakHeightPx).toBe(6) // 25% of 24px
// Apex of secondary bounce (t = 500ms, p = 0.5 of 200ms)
expect(calculateBounceHeight(entity.bounceState!, 500)).toBe(6)
// Advance past secondary duration (t = 600ms): transitions to null (resting)
manager.update(600, 40)
expect(entity.bounceState).toBeNull()
expect(manager.getRenderOffset(entity, 600)).toEqual({ x: 0, y: 0 })
})
it('defensively guards calculateBounceHeight against non-positive or expired elapsed times', () => {
const bounce = {
startTime: 1000,
durationMs: 400,
peakHeightPx: 24,
}
// Negative elapsed (sub-frame jitter / out of order): returns 0, never negative
expect(calculateBounceHeight(bounce, 900)).toBe(0)
expect(calculateBounceHeight(bounce, 999.9)).toBe(0)
// Exactly at start (t = 1000): returns 0
expect(calculateBounceHeight(bounce, 1000)).toBe(0)
// At duration boundary (t = 1400): returns 0
expect(calculateBounceHeight(bounce, 1400)).toBe(0)
// Far in future: returns 0
expect(calculateBounceHeight(bounce, 2000)).toBe(0)
})
})
describe('4. 2:1 Isometric Diamond Grid Scatter Algorithm Parity', () => {
it('produces authentic D2Common 8-slot isometric diamond sequence on 16x8 sub-tile lattice', () => {
const originX = 1000
const originY = 800
const existingItems: { x: number; y: number }[] = []
// Drop 9 items in sequence at same epicenter
for (let i = 0; i < 9; i++) {
const pos = findIsometricDropPosition(originX, originY, existingItems)
existingItems.push(pos)
}
expect(existingItems.length).toBe(9)
// Drop 1: Epicenter (Ring 0)
expect(existingItems[0]).toEqual({ x: 1000, y: 800 })
// Ring 1 canonical sequence:
// Drop 2: (-1, 0) -> (-16, -8)
expect(existingItems[1]).toEqual({ x: 1000 - 16, y: 800 - 8 })
// Drop 3: (1, 0) -> (+16, +8)
expect(existingItems[2]).toEqual({ x: 1000 + 16, y: 800 + 8 })
// Drop 4: (0, -1) -> (+16, -8)
expect(existingItems[3]).toEqual({ x: 1000 + 16, y: 800 - 8 })
// Drop 5: (0, 1) -> (-16, +8)
expect(existingItems[4]).toEqual({ x: 1000 - 16, y: 800 + 8 })
// Drop 6: (-1, -1) -> (0, -16) [Top Apex]
expect(existingItems[5]).toEqual({ x: 1000, y: 800 - 16 })
// Drop 7: (1, -1) -> (+32, 0) [Right Apex]
expect(existingItems[6]).toEqual({ x: 1000 + 32, y: 800 })
// Drop 8: (-1, 1) -> (-32, 0) [Left Apex]
expect(existingItems[7]).toEqual({ x: 1000 - 32, y: 800 })
// Drop 9: (1, 1) -> (0, +16) [Bottom Apex]
expect(existingItems[8]).toEqual({ x: 1000, y: 800 + 16 })
// Verify exact 2:1 isometric diamond aspect ratio:
// Horizontal diameter = 32 - (-32) = 64px
// Vertical diameter = 16 - (-16) = 32px
// Ratio = 64 / 32 = 2.0 (exact 2:1!)
const minX = Math.min(...existingItems.map(p => p.x))
const maxX = Math.max(...existingItems.map(p => p.x))
const minY = Math.min(...existingItems.map(p => p.y))
const maxY = Math.max(...existingItems.map(p => p.y))
const spanX = maxX - minX
const spanY = maxY - minY
expect(spanX).toBe(64)
expect(spanY).toBe(32)
expect(spanX / spanY).toBe(2)
})
it('strictly minimizes L1 Manhattan distance (|dx| + |dy|) within concentric rings', () => {
const ring1Cands = getIsometricRingCandidates(1)
expect(ring1Cands.length).toBe(8)
// First 4 candidates have L1 = 1 (|dx| + |dy| = 1)
for (let i = 0; i < 4; i++) {
expect(ring1Cands[i]!.l1).toBe(1)
}
// Remaining 4 corner candidates have L1 = 2
for (let i = 4; i < 8; i++) {
expect(ring1Cands[i]!.l1).toBe(2)
}
const ring2Cands = getIsometricRingCandidates(2)
expect(ring2Cands.length).toBe(16)
// L1 must be monotonically non-decreasing
for (let i = 1; i < ring2Cands.length; i++) {
expect(ring2Cands[i]!.l1).toBeGreaterThanOrEqual(ring2Cands[i - 1]!.l1)
}
})
it('anti-stacking: all items maintain minimum spacing >= 16px', () => {
const items: { x: number; y: number }[] = []
for (let i = 0; i < 15; i++) {
const pos = findIsometricDropPosition(500, 500, items)
items.push(pos)
}
for (let i = 0; i < items.length; i++) {
for (let j = i + 1; j < items.length; j++) {
const dist = Math.hypot(items[i]!.x - items[j]!.x, items[i]!.y - items[j]!.y)
expect(dist).toBeGreaterThanOrEqual(16)
}
}
})
})
describe('5. Collision Masks & Line-of-Sight Raycast Protection', () => {
it('rejects candidate sub-tiles with COLLIDE_MASK_SPAWN bits set', () => {
// Create a 10x10 cell grid (50x50 sub-tiles)
const widthSub = 50
const heightSub = 50
const collisionMasks = new Uint16Array(widthSub * heightSub)
const mockGrid: CollisionGrid = {
gridWidth: widthSub,
cellsX: 10,
cellsY: 10,
originX: 0,
originY: 0,
blocked: new Uint8Array(widthSub * heightSub),
collisionMasks,
}
// Origin at (400, 200)
const originX = 400
const originY = 200
// Block candidate 2: (-16, -8) from origin
const cand2X = originX - 16
const cand2Y = originY - 8
const cand2Sub = subTileAt(mockGrid, cand2X, cand2Y)
collisionMasks[cand2Sub.subY * widthSub + cand2Sub.subX] = COLLIDE_WALL // 0x0001 (part of COLLIDE_MASK_SPAWN 0x3E01)
const existing = [{ x: originX, y: originY }]
const pos = findIsometricDropPosition(originX, originY, existing, mockGrid)
// Candidate 2 is blocked by COLLIDE_WALL, so it skips to Candidate 3 (+16, +8)
expect(pos).not.toEqual({ x: cand2X, y: cand2Y })
expect(pos).toEqual({ x: originX + 16, y: originY + 8 })
})
it('rejects candidates across walls via COLLIDE_MASK_SPAWN_LOS line-of-sight raycast', () => {
const widthSub = 50
const heightSub = 50
const collisionMasks = new Uint16Array(widthSub * heightSub)
const mockGrid: CollisionGrid = {
gridWidth: widthSub,
cellsX: 10,
cellsY: 10,
originX: 0,
originY: 0,
blocked: new Uint8Array(widthSub * heightSub),
collisionMasks,
}
const originX = 400
const originY = 200
// Place a closed door (COLLIDE_DOOR = 0x0800, in COLLIDE_MASK_SPAWN_LOS) on the ray
// between origin (400, 200) and right apex (432, 200)
const mid = subTileAt(mockGrid, 416, 200)
collisionMasks[mid.subY * widthSub + mid.subX] = COLLIDE_DOOR
const existing: { x: number; y: number }[] = [
{ x: originX, y: originY },
{ x: originX - 16, y: originY - 8 },
{ x: originX + 16, y: originY + 8 },
{ x: originX + 16, y: originY - 8 },
{ x: originX - 16, y: originY + 8 },
{ x: originX, y: originY - 16 },
]
// Next candidate would naturally be Right Apex (+32, 0)
const pos = findIsometricDropPosition(originX, originY, existing, mockGrid)
// Ray to (+32, 0) hits the door, so Right Apex must be rejected
expect(pos).not.toEqual({ x: originX + 32, y: originY })
// Drops to Left Apex (-32, 0) or unblocked candidate instead
expect(pos).toEqual({ x: originX - 32, y: originY })
})
})
describe('6. Rendering & Sprite Selection Parity', () => {
it('drawGroundItem renders sparkle glints on resting items when itemsAtlas is available', () => {
const { renderer, drawnQuads, drawnSprites } = createMockRenderer()
const mockAtlas = { texture: {} as any, width: 1024, height: 1024 } as any
const groundSword: GroundItemEntity = {
id: 'sword_resting',
item: { name: 'Short Sword', code: 'ssd' },
name: 'Short Sword',
nameZh: '短剑',
quality: 'magic',
isGold: false,
amount: 1,
invWidth: 1,
invHeight: 3,
dropTime: 0,
x: 300,
y: 250,
cellX: 0,
cellY: 0,
sparklePhase: 0,
bounceState: null, // resting!
}
// Render during active flash window (t = 160ms, period = 2000, 160 < 320)
drawGroundItem(renderer, groundSword, 160, mockAtlas)
// Verified: Sprite is drawn
expect(drawnSprites.length).toBe(1)
expect(drawnSprites[0]!.options.atlas).toBe(mockAtlas)
// Verified: Drop shadow is drawn
const shadow = drawnQuads.find(q => q.y === 250 - 2 && q.color[3] <= 0.4)
expect(shadow).toBeDefined()
// Verified: Sparkle star rays and core are drawn even with itemsAtlas present!
const whiteGlint = drawnQuads.find(q => q.color[0] === 1.0 && q.color[1] === 1.0 && q.color[2] === 1.0)
expect(whiteGlint).toBeDefined()
})
it('suppresses sparkle glints while item is airborne in bounce trajectory', () => {
const { renderer, drawnQuads } = createMockRenderer()
const mockAtlas = { texture: {} as any, width: 1024, height: 1024 } as any
const airborneSword: GroundItemEntity = {
id: 'sword_airborne',
item: { name: 'Short Sword', code: 'ssd' },
name: 'Short Sword',
nameZh: '短剑',
quality: 'magic',
isGold: false,
amount: 1,
invWidth: 1,
invHeight: 3,
dropTime: 0,
x: 300,
y: 250,
cellX: 0,
cellY: 0,
sparklePhase: 0,
bounceState: {
startTime: 0,
durationMs: 400,
peakHeightPx: 24,
phase: 'primary',
},
}
// At t = 160ms (apex bounceH > 0), item is mid-air
drawGroundItem(renderer, airborneSword, 160, mockAtlas)
// While airborne, sparkle rays should NOT be drawn
const whiteGlint = drawnQuads.find(q => q.color[0] === 1.0 && q.color[1] === 1.0 && q.color[2] === 1.0)
expect(whiteGlint).toBeUndefined()
})
it('resolves gold pile sprite tier based on amount (1-49, 50-499, 500+)', () => {
const flippyRects = BAKED_UI_MANIFEST.flippyRects
const small = resolveGroundItemSpriteRect({ isGold: true, amount: 45, code: 'gld' })
expect(small).toEqual(flippyRects['flpgld_0'])
const med = resolveGroundItemSpriteRect({ isGold: true, amount: 250, code: 'gld' })
expect(med).toEqual(flippyRects['flpgld_1'])
const large = resolveGroundItemSpriteRect({ isGold: true, amount: 2000, code: 'gld' })
expect(large).toEqual(flippyRects['flpgld_2'])
const huge = resolveGroundItemSpriteRect({ isGold: true, amount: 15000, code: 'gld' })
expect(huge).toEqual(flippyRects['flpgld_2'])
})
})
})